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GAMES FOR 
CHILDREN 

LITTLE AND BIG 


BY 

MARY E. BLAINjt'^OMjdi,. 


\t»OCrv>^ .'VfVAX'-L Gainv-vn'vCU 

5 


f 


PUBLISHERS 

BARSE & HOPKINS 

NEW YORK, N. Y. ; : NEWARK, N. J. 



I 


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Copyright, 1923 

By 


Babse & Hopkins 



NTED IN THE UNITED STATES OP AMERICA 




MAR 16 *23 

©CU09ST99 


Games For Tiny Tots 


A RUNNING MAZE 

Form a long line of children —one behind the 
other. The leader starts running, and is followed 
by all the rest. They must be sharp enough to do 
exactly as the leader does. 

After running for a moment or two in the ordinary 
running step, the leader changes to a hopping step, 
then to a marching step, quick time, then to a march¬ 
ing step, slow time, claps and runs with hands on 
sides, hands on shoulders, hands behind, etc. 

Finally the leader runs slowly round and round 
into the centre, and can either wind the children up 
tightly or can turn them on nearing the centre and 
run out again. For another change the long line 
can start running and so unwind the spiral. 


BEAN BAG 

All stand in a line except one who is the leader 
vho stands a short distance opposite the line. 

The leader throws the bean bag to the child at 


11 


12 


Games For Tiny Tots 


the head of the line who returns it to the leader. 
The leader throws it to the next child, who throws 
it back to the leader, and so it is thrown back and 
forth to each child in turn. Any one in the line 
who fails to catch the bag must go to the foot of 
the line. 

If the leader fails to catch the bag he must go to 
the foot of the line and the one at the head of the 
line takes his place. 


“BIRDS FLY.” 

This is a very simple game. Each player places 
a finger on the table, which he must raise whenever 
the conductor of the game says: “Birds fly,” “Pig¬ 
eons fly,” or any other winged creatures “fly.” 

If he names any creature without wings, such as 
“Pigs fly,” and any player thoughtlessly raises his 
finger, that player must pay a forfeit, as he must 
also do if he omits to raise his finger when a wingeA 
creature is named. | 


BUTTON, BUTTON 

All the children except the one who passes th^ 
button sit in a circle with hands placed palm t 
palm in their laps. 

The child passing the button liolds it betwee 
her palms and goes to each one, in turn, slippin 






Games For Tiny Tots 


13 


her hands between the palms of the children. As 
she goes around the circle she drops the button 
into some child’s hands, but continues going around 
as long after as she pleases, so the rest will not 
know who has it. 

Then she stands in the middle of the circle and 
says: “Button, button, who has the button?” All 
the children guess who has it, the one calling out 
the correct name first is out and it is his turn to go 
around with the button. 


BINGO 

“The miller’s dog lay at the mill, 

And his name was little Bingo, 

B with an I, I with an N, N with a G, G with an O, 
His name was little Bingo. 

“The miller he bought a cask of ale, 

And he called it right good Stingo, 

S with a T, T with an I, I with an N, N with a G, 
G with an O, 

He called it right good Stingo.” 

One child represents the miller, the rest stand 
round him in a circle, and all dance round and sing 
the verse. When it comes to the spelling part of the 
I rhyme, the miller points to a child who must call 
1 out the right letter. 

^ Anyone who makes a mistake must pay a forfeit. 



14 


Games For Tiny Tots 


BLINDMAN’S BUFF 

Before beginning to play, the middle of the room 
should be cleared, the chairs placed against the wall, 
and all toys and footstools put out of the way. The 
child having been selected who is to be “Blind Man” 
or “Buff,” is blindfolded. He is then asked the 
question, “How many horses has your father?” 
The answer is “Three,” and to the question: “What 
color are they?” he replies: “Black, white, and gray.” 
All the players then cry: “Turn around three times 
and catch whom you may.” “Buff” accordingly 
spins round and then the fun commences. He tries to 
catch the players, whilst they in their turn do their 
utmost to escape “Buff,” all the time making little 
sounds to attract him. This goes on until one of 
the players is caught, when Buff, without having the 
bandage removed from his eyes, has to guess the 
name of the person he has secured. If the guess is 
a correct one the player who has been caught takes 
the part of “Buff,” and the former “BufE” joins the 
ranks of the players. 


BLOWING THE FEATHER 

All the children, except one, sit on the floor around 
a sheet or table cloth which they hold about eigh-j 
teen or twenty inches aboye the floor. A feather! 
is placed on the sheet and at a signal the child near-’ 
est it blows the feather toward another child. The' 




Games For Tiny Tots 


15 


object is to keep the feather in the air, not allowing 
it to light. 

The remaining child runs back and forth around 
the group trying to catch the feather. When he is 
successful, the person on whom the feather rested 
or was nearest to, changes place with him. 


COCK FIGHTING 

This is a most amusing game, and although only 
two boys can play at it at one time they will keep 
the rest of the company in roars of laughter. The 
two who are to represent the “cocks” having been 
chosen, they are both seated upon the floor. 

Each boy has his wrists tied together with a 
handkerchief, and his legs secured just above the 
ankles with another handkerchief; his arms are then 
passed over his knees, and a broomstick is pushed 
over one arm, under both knees, and out again on 
the other side over the other arm. The “cocks” 
are now considered ready for fighting, and are car¬ 
ried into the center of the room, and placed oppo¬ 
site each other with their toes just touching. The 
fun now commences. 

Each “cock” tries with the aid of his toes to turn 
his opponent over on his back or side. 

The one who can succeed in doing this first wins 
the game. 

It often happens that both “cocks” turn over at 
the same time, when the fight commences again. 



16 


Games For Tiny Tots 


CATCHING THE MOUSE 

The children sit in two rows opposite each other 
with a space between. One child takes the place 
of “cat,” being blindfolded, the cat standing at one 
end of the row and the mouse at the opposite end. 
They start in opposite directions, guiding themselves 
by the chairs, the cat trying to catch the mouse. 
When the mouse is caught it is made the “cat,” and 
one of the company takes the place of the mouse. 

DROP THE HANDKERCHIEF 

A ring is formed by the players joining hands, 
whilst one child, who is to “drop the handkerchief,” 
is left outside. He walks round the ring, touching 
each one with the handkerchief, saying the follow¬ 
ing words:— 

“A tisket, a tasket 
A green and yellow basket, 

I wrote a letter to my love. 

But on my way, I dropped it; 

A little child picked it up j 

And put it in his pocket.” 

He must drop the handkerchief behind one of the] 
players, who picks it up and tries to catch him be-S 
fore he can run afound the ring and jump into the] 
vacant place. As soon as this happens, the first| 
player joins the ring, whilst it is now the turn of the» 
second to “drop the handkerchief.” i 




Games For Tiny Tots 


17 


DONKEY’S TAIL 

A good-sized donkey without a tail is first of all 
cut out of brown paper and fastened to the wall. 
The tail is then cut out separately, and a hat-pin 
is stuck through the end. The players arrange 
themselves in a line some little distance from the 
wall, and the fun begins. Each player must, in 
turn, advance with closed eyes towards the donkey, 
and, still keeping his eyes tightly shut, fasten the 
tail in what he believes to be the right position. 
When, amidst much laughter, he is told to open his 
eyes, he finds that he has very carefully fastened 
the tail to the tip of the donkey’s ear, or on the side 
of his nose. 


FROG IN THE MIDDLE 

One child is seated on the ground with his legs 
under him and the other players form a ring 
round him. They then pull him about and give 
him little pushes, and he must try and catch one 
without rising from the floor. 

The child who is caught takes the middle, and 
the frog joins the circle. 


GREEN GRAVEL 

Girls form a circle and dance around one of their 
number. The girl in the ring turns her head 



18 


Games For Tiny Tots 


gravely as a messenger advances, while the rest sing 
to a pleasing air— 

Green gravel, green gravel, t 

The grass grows so green, 

The fairest of ladies, 

Is fit to be seen. 

Dear-, Dear 

Your true love is dead; 

The king sends you a letter 
To turn back your head. 

The process is repeated calling each child by name 
until all of the children have so turned. Turning 
the head is the sign of sorrow. The game is con¬ 
tinued by the following verse in which the lost 
lovers appear: 

Dear-, Dear —— 

Your true love’s not slain, > 

The king sends you a letter 
To turn around again. 

And the dancers who have all turned about, are' 
one by one made to face the ring. 

r I 

HUNT THE RING 

For this game a long piece of string is required. 
On this a ring is threaded, and the ends of the string 










Games For Tiny Tots 


19 


are knotted together. The players then take the 
string in their hands and form a circle, whilst one 
of the company, who is called the “hunter,” stands 
in the center. The string must be passed rapidly 
round and round, and the players must try to pre¬ 
vent the “hunter” finding out who holds the ring. 
As soon as he has done this, he takes his place in 
the circle, whilst the person who held the ring be¬ 
comes the “hunter.” 

HOT TAMALES 

The “tamale” in this game is a knotted handker¬ 
chief. One player is chosen for the Hot Tamale 
^ man and stands in the center of the room while the 
others sit around in a circle. 

The Hot Tamale man begins the game by saying, 
1 “hot tamales, hot tamales,” at the same time throw- 
jing the hot tamale to some one in the circle who 
I must throw it to another player in the circle and so 
on, tossing it from one to another without stopping. 
I The Hot Tamale man tries to catch it and if he 
succeeds, the one who last tossed it changes places 
with him and the game continues. 


HUNT THE SLIPPER 

The players seat themselves in a circle on the 
[floor, having chosen one of their number to remain 
i outside the circle. The children seated on the floor 

I 





20 


Games For Tiny Tots 


are supposed to be cobblers, and the one outside 
is the customer who has brought his shoe to be 
mended. He hands it to one of them, saying:— 

‘‘Cobbler, cobbler, mend my shoe; 

Get it done by half-past two.” 

The cobblers pass the shoe round to each other 
as quickly as they can, taking care that the customer 
does not see which of them has it. When the cus¬ 
tomer comes to get it he is told that it is not ready. 
He pretends to ‘get angry and says he will take it 
as it is. He must then try to find it, and the cob¬ 
bler who has it must try to pass it on to his neighbor 
without its being seen by the customer. The per¬ 
son upon whom the shoe is found must become the 
customer, whilst the customer takes his place in 
the circle on the floor. 


HOT BOILED BEANS AND BACON 

This is a game for young children. Some small 
article is hidden in the room, while the little one who 
has to find it is sent outside. This finished, the 
players call out together: “Hot Boiled Beans and 
Bacon; it’s hidden and can be taken!” The little one 
enters and begins to hunt about for the hidden ar¬ 
ticle. When she comes near to its hiding-place, the 
company tell her that she is getting “hot”; or if she 
is not near it she is told that she is “cold.” That ' 




Games For Tiny Tots 


21 


she is “very hot” or “very cold,” will denote that 
she is very near or very far away from the object that 
is hidden, whilst if she is extremely near, she would 
be told that she was “burning.” In this way the hid¬ 
den object can be found, and all the children can be 
interested in the game by being allowed to call out 
whether the little one is “hot” or “cold.” 

HIDE AND SEEK 

One child is chosen “It.” This one stands by a 
post or in a corner which is called “base,” and hides 
his eyes. The children decide among themselves 
how many he shall count while they are hiding. 
Suppose they choose loo, then he counts 5, 10, 15, 20, 
etc., until he reaches 100, and then he calls out: 

“Ready or not. 

You shall be caught.” 

The children having hidden while he was count¬ 
ing remain perfectly still while he is hunting them. 
If he passes by some child without finding him, 
that one may run to the “base” and say “One, 
two, three, I’m in free!” As many children as 
can, try to get in “free,” but if the one wiho is “it” 
sees a child, runs to the base and touches it first, 
calling: “One, two, three,” and the child’s name 
he has to be “it.” If the child reaches the “base” 
first he is “free” and the game proceeds until some¬ 
one is “caught.” If all the children get “free” the 
one who is “it” again hides his eyes. 



22 


Games For Tiny Tots 


HISS AND CLAP 

This is an excellent party game. One of the com*, 
pany goes outside the room, whilst the remainder 
of the players decide amongst themselves which 
of them he shall kneel to. When this is settled 
upon, the person who is outside is allowed to enter^ 
and he kneels in front of whom he thinks is the 
right one. If he should make a correct guess, the 
company clap their hands, and the person to whom 
he knelt goes outside. If, however, the guess is an 
incorrect one, the company hiss loudly, and the 
guesser has to go outside, come back, and try again. 
Of course, it will make more amusement if when 
a boy is sent outside the room a girl be chosen as 
the person to whom he has to kneel; and the op¬ 
posite if a girl be outside the room. 

LONDON BRIDGE 

No game has been more popular with children j 
than this, and any summer evening, in the poorer 
quarters of the cities, it may still be seen how sbri 
' years instructs three years in the proper way of con¬ 
ducting it. Two players, by their uplifted hands, 
form an arch, representing the bridge, under which 
passes the train of children, each clinging to the gar¬ 
ments of the predecessor and hurrying to get safely 
by. As the last verse is sung the raised Arms ol 
the two directors of the game descend and enclosi 

r 

> 





Games For Tiny Tots 


23 


the child who happens to be passing at the time. 
The prisoner is then led, still confined by the arms 
of her captors, to the corner which represents the 
prison and asked, “Will you have a diamond neck¬ 
lace or a gold pin?” “A rose or a cabbage?” or 
some equivalent question. The keepers have al¬ 
ready privately agreed which of the two each of 
these objects shall represent, and, according to the 
prisoner’s choice, he is placed behind one or the 
other. When all are caught, the game ends with a 
“Tug of War,” the two sides pulling against each 
other; and the child who lets go, and breaks the 
line, is pointed at and derided. The words of the 
rhyme sung while the row passes under the bridge 
are now reduced to two lines: 

; London bridge is falling down, 

My fair lady! 

London bridge is falling down. 

Falling down, falling down, 

London bridge is falling down 
My fair lady! 

You’ve stole my watch and kept my keys, 
My fair lady! 

Off to prison you must go, 

My fair lady! 

Take the key and lock her up. 

My fair lady! 





24 


Games For Tiny Tots 


MISS JENNIA JONES 

The story of this is originally a love story. The 
young lady dies from a blighted affection and the 
prohibition of cruel parents. 

A mother, seated, Miss Jones stands behind her 
chair, or reclines on her lap as if l5Hing sick. A 
dancer advances from the ring. 

"IVe come to see Miss Jennia Jones, 

Miss Jennia Jones, Miss Jennia Jones— 
I*ve come to see Miss Jennia Jones, 

And how is she to-day?” 

*‘She’s up stairs washing. 

Washing, washing— 

She’s up stairs washing, 

You cannot see her to-day.” 

The questions are repeated to the same air for 
every day of the week and Miss Jones is baking, 
ironing, or scrubbing. She is then sick or worse 
and finally is dead. 

“What shall we dress her in. 

Dress her in, dress her in; 

What shall we dress her in— 

Shall it be blue?” 

“Blue is for sailors. 

So that will never do.” 




Games For Tiny Tots 


25 


“What shall we dress her in. 

Shall it be red?” 

“Red is for firemen. 

So that will never do.” 

“Pink is for babies 

So that will never do.” 

“Green is forsaken, 

So that will never do.” 

“Black is for mourners, 

So that will never do.” 

“White is for dead people 
So that will just do.” 

^Where shall we bury her? 

Under the apple tree.” 

Miss Jennia Jones is “laid out” upon the floor 
and something white thrown over her. 

After the burial is completed the children form 
a ring and sing: 

“I dreamed I saw a ghost last night. 

Ghost last night, ghost last night— 

I dreamed I saw a ghost last night. 

Under the apple tree!” 

The ghost suddenly arises. The ring breaks up, 
the children fly with shrieks, and the one caught by 
the ghost is to take the part of Miss Jennia Jones 
in the next game. 




20 


Games For Tiny Tots 


OATS AND BEANS AND BARLEY 

All the children form a ring with the exception of 
one player, who stands in the center. The children 
then dance round this one, singing the first three 
lines of the verses given below. At the fourth line 
they stop dancing and act the words that are sung. 
They pretend to scatter seed; then stand at ease, 
stamp their feet, clap their hands, and at the words: 
“Turn him round,” each child turns round. 

They then again clap hands and dance round, and 
when the words: “Open the ring and send one in,” 
are sung the center child chooses a partner, who 
steps into the ring, and the two stand together while 
the other children sing the remaining verse, after 
which the child who was first in the centre joins the 
ring and the game is continued as before. 

“Oats and beans and barley O! 

Do you or I or anyone know 
How oats and beans and barley grow? 

“First the farmer sows his seed. 

Then he stands and takes his ease. 

Stamps his foot and claps his hands. 

And turns him round to view the land. 

“Oats and beans and barley O! 

Waiting for a partner, waiting for a partner. 
Open the ring and send one in. 

Oats and beans and barley O! 




Games For Tiny Tots 


27 


"So now you’re married you must obey, 
You must be true to all you say, 

You must be kind, you must be good. 

And help your wife to chop the wood. 

Oats and beans and barley O!” 

PUSS IN THE CORNER 

This game is really for five players only, but, by 
a little arrangement, six or seven children can take 
part in the fun. 

Four players take their places in the different 
corners of the room, and the fifth who is Puss 
stands in the middle. If a greater number of chil¬ 
dren wish to play, other parts of the room must be 
named "corners,” so that there is a corner for 
everyone. 

The fun consists in the players trpng to change 
places without allowing Puss to get a corner. 
When they leave their corners, the player in the 
centre tries to get into one of them. 

When the centre player succeeds in getting into 
a corner, the one who has been displaced has to take 
his place in the middle of the room. 


RULE OF CONTRARY 

This is a simple game for little children. It is 
played either with a pocket-handkerchief, or, if more 



28 


Games For Tiny Tots 


than four want to play, with a table cloth or small 
sheet. 

Each person takes hold of the cloth; the leader of 
the game holds it with the left hand, while with the 
right he makes pretence of writing on the cloth, 
while he says; “Here we go round by the rule of 
contrary. When I say, ‘Hold fast,’ let go; and when 
I say ‘Let go,’ hold fast.” 

The leader then calls out one or other of the com¬ 
mands, and the rest must do the opposite of what 
he says. Anyone who fails must pay a forfeit. 


SOAP BUBBLE BATTLE 

Two children act as captains, one of company 
A, the other of company B and each in turn choose 
a soldier until the children are evenly divided into 
two companies. 

Stretch a rope or cord at a medium height across 
the middle of the room, with company A on one 
side and company B on the other side. 

Each company is provided with a basin of soap 
suds (a little glycerine added to the water will make 
the bubbles last longer) and each soldier with a 
clay pipe. 

> Two soldiers, one from company A and one from 
company B stand at arms length from the rope 
and each blows a bubble from his pipe towards the 
"enemy” and over the rope if he can. If a soldier 
blows a bubble over the rope without it bursting 



Games For Tiny Tots 


29 


his company wins a point. If he fails to do so, his 
companv loses a point. 

These soldiers step back and two more (one from 
each company) advance and blow a bubble and so 
on until all have had a turn. Some one keeps the 
score and the company having the most points are 
the "victors” and to them belong the "spoils” which 
consists of a tiny paper drum filled with candy, a 
small silk flag or any appropriate prize. 


SPIDER WEB. 

Attach one end of a number of strings (one for 
each guest) to the chandelier. Fasten to the other 
end of each string a small prize wrapped up in tissue 
paper. Have strings of various lengths and twine 
them around the table legs, chairs, etc., some may be 
"spun” around furniture, etc., in adjoining rooms, 
trying to hide the prizes as much as possible. 

At a signal each child takes or is given a string 
from the chandelier and proceeds to wind it around 
an empty spool or piece of pasteboard, until a prize 
is reached. The strings must not be broken. An 
extra prize may be awarded to the child who first 
winds up a string neatly. 

SEVERED FLOWERS 

Cut from colored cloth or paper a number of petals 
for forming wild roses, using pink material; mar- 



30 


Games For Tiny Tots 


guerite daisies of white material and pansies of pur¬ 
ple. Five petals for each rose, five for each pansy 
and ten for each daisy. 

Have the children sit around a table. Provide 
each one with a sheet of plain paper, three pins hav¬ 
ing the heads covered with yellow tissue paper and 
mixed petals enough to make one of each kind of 
flower. 

At a signal the children begin to make the flowers 
by sticking the pin through the point of the petals 
and pinning each flower to the sheet of paper. 

A prize may be given to the child finishing the 
flowers first or the child making the best looking 
flowers. 




GAMES FOR CHILDREN 

t 



J 


N 


Games For ChUdren 


ACTING PROVERBS 

The best way to play this game is for the players 
to divide themselves into two groups, namely, actors 
and audience. Each one of the actors should then 
fix upon a proverb, which he will act, in turn, be¬ 
fore the audience. As, for instance, supposing one 
of the players to have chosen the proverb, "A bad 
workman quarrels with his tools,” he should go into 
the room where the audience is seated, carrying with 
him a bag in which there is a saw, a hammer, or 
any other implement or tool used by a workman; he 
should then look round and find a chair, or some 
other article, which he should pretend requires re¬ 
pairing ; he should then act the workman, by taking 
off his coat, rolling up his sleeves, and commencing 
work, often dropping his tools and grumbling about 
them the whole of the time. 

If this game be acted well, it may be made very 
entertaining. Sometimes the audience are made to 
pay a forfeit each time they fail to guess the proverbs 


33 


34 


Games For Children 


4 


BLIND MAN’S WAND 

This is another way of playing Blind Man’s Buff, 
and is thought by many to be an improvement on 
that game. 

The player, who is blindfolded, stands in the 
centre of the room with a long paper wand, which 
can foe made of a newspaper folded up lengthways,^ 
and tied at each end with string. The other play¬ 
ers then join hands and stand round him in a circle.^ 
Someone then plays a merry tune on the piano and 
the players dance round and round the blind man,^ 
until suddenly the music stops; the blind man then 
takes the oportunity of lowering his wand upon one 
of the circle, and the player upon whom it has fallen^ 
has to take hold of it. The blind man then makes 
a noise, such as, for instance, the barking of a dog,^ 
a street cry, or anything he thinks will cause the 
player he has caught to betray himself, as the captive' 
must imitate whatever noise the blind man likes toT 
make. Should the blind man detect who holds the^ 
stick the one who is caught has to be blind man|f 
if not, the game goes on until he succeeds. 4 

THE BLIND POSTMAN M 

-!'^K 

First a postmaster-general must be appointed,! 
whose duty is to write down the names of the play^l 
ers, and the names of the cities they have chosen 
to represent. The postman is blindfolded and led 




Games For Chfldren 


35 


to the middle of the room, whilst the other players 
are seated round it. The postmaster-general then 
begins to announce that a letter has been sent from 
one town to another, say from Denver to Chicago. 
The two players who have taken those names must 
rise up silently and change seats. 

The postman’s duty is to try and seat himself in 
one of the vacant chairs; the player who loses his 
chair must become the blind postman. 


BLOWING THE CANDLE 

Place a lighted candle on a table at the end of a 
room. Invite someone to stand in front of it, then 
blindfold him, make him take three steps backwards, 
turn round three times and then advance three steps 
and blow out the candle. If he fails he must pay 
a forfeit. It will be found that very few are able 
to succeed, simple though the test appears to be. 


CAT AND MOUSE 

All players form a ring, joining hands, except one 
called the Mouse, whom they enclose within the 
circle, and one who is on the outside who represents 
the cat. They then dance around, raising their 
arms at intervals. The cat watches the chance to 
spring into the circle at one side, and the mouse 
dashes out at the other—public sympathy being 



35 


Games For Children 


with the mouse, his or her movements are aided 
when possible. When the cat is in the circle, the 
players lower their arms so as to keep the enemy 
prisoner. The cat goes around meekly, crying 
•*mew,” while the rest dance around her. With a 
sudden "miaou!” she tries to break through any 
weak place in the chain of hands. 

As soon as she escapes she tries to catch the 
mouse, whc runs for safety into the ring again, 
hotly pursued. If the cat is so near as to follow the 
mouse into the ring, before her entrance can be pre¬ 
vented, or if she catches the mouse outside the circle, 
the mouse must pay a forfeit. Two more players 
are then named by the cat and mouse to succeed 
them. 


THE CLAIRVOYANT 

The clairvoyant goes out of the room, undertaking 
to name the person whom his confederate shall point 
out. 

The door being shut upon the clairvoyant the con¬ 
federate points to one whom we will call Mr. B. 

"At whom am I pointing?” he queries. 

' "At Mr. B.,” replies the clairvoyant. 

The trick is for the clairvoyant and his confeder¬ 
ate to arrange between them that the person who 
speaks last before the clairvoyant leaves the room 
is the person to be pointed at. 



Games For Children 


37 


THE CUSHION DANCE 

The children first of all divide themselves into 
two parties. They then form a ring, and commence 
dancing round a hassock which is placed, end up¬ 
wards, in the middle of the room. Suddenly one 
party endeavours to pull the other party forward, 
so as to force one of their number to kick the has¬ 
sock and upset it. 

The player who has been unfortunate enough to 
touch the hassock has then to leave the circle. The 
game proceeds until only two remain; if these two 
happen to be boys the struggle is generally pro¬ 
longed, as they can so easily jump over the hassock, 
and avoid kicking it. 


^CHANGE SEATS: THE KING’S COME.” 

In this game as many seats are placed round the 
room as will seat all the players but one. This 
one stands in the middle of the room, repeating the 
‘words: “Change seats, change seats;” but no one 
moves unless he says: “Change seats: the king’s 
come.” 

Then all must change seats. In the bustle the 
one standing can generally manage to secure a seat, 
when the person left out must take his place. 

The person in the centre may tell a story if he 
chooses, bringing in the words; “Change seats,” oc- 






38 


Games For Children 


casionally, and sometimes he may say slily: ‘‘The 
king’s not come,” when everyone should, of course, 
remain seated; but some are sure to mistake the 
words for “The king’s come,” and jump up, when 
the centre player can slip into a seat. 


DUCK UNDER THE WATER 


Each child chooses a partner and stands opposite 
to her, so that two long lines are formed. Each 
couple holds a handkerchief between them, as high^ 
as they can lift their arms, so as to form an arch.^ 
The couple standing at the top of the lines run"' 


through the arch without letting go their handker¬ 


chief, and station themselves at the bottom of the^ 
lines, raising their handkerchief again so as to con-j 


tinue the arch. This is done by each couple in suc-^ 
cession until all have had a turn. Whoever breaks! 
the arch or drops the handkerchief must pay a forfeit] 


THE GARDENER 


Any number of children can play. One is chose^ 
as leader and is called the “gardener.” ^ 


All the children sit in a circle and the “gardener’! 


gives each one in turn the name of some floweri! 
When all are named the “gardener” stands in the 
centre of the circle and tells how he has gone to the 


woods to gather certain flowers; how he has trans- 






Games For Children 


39 


planted them to form a lovely garden; the care he 
has to take of them, and so on, telling quite a long 
story and bringing in the names of all the flowers 
he has given to the children. 

As a flower is mentioned, the child who has that 
name rises, turns around, and sits down again. 
Anyone who fails to rise when his flower is named 
must pay a forfeit. When the gardener says some¬ 
thing about a bouquet, all the children rise and ex¬ 
change seats. Then the “gardener” tries to get a 
seat, and if he succeeds, the person who has no seat 
becomes the “gardener” and the game goes on as 
before. 


GOING TO JERUSALEM 

A row of chairs, facing alternately different ways, 
is placed through the centre of the room—a chair 
for every player except one. 

Some one at the piano plays a lively air, first fast, 
then slow, very loud, then low—while the children 
march around the chairs without touching them, 
keeping time with the music. When the music 
suddenly stops, all rush for a seat. A chair must be 
taken away each time the marching recommences— 
until but two chairs remain, when the excitement be¬ 
comes intense. The one who at the moment that 
the music ceases has the good fortune to seat him- 
iself or herself in the one chair remaining wins the 
[game and perhaps a prize. 



40 


Games For Children 


GAME OF CAT 

The person who is to play the part of Cat should 
stand outside of the door of the room where the com¬ 
pany is assembled. The boys and girls, in turn, 
come to the other side of the door and call out 
‘‘miaou.” 

If the Cat outside recognizes a friend by the cry, 
and calls out her name correctly in return, he is al¬ 
lowed to enter the room and embrace her, and the 
latter then takes the place of Cat. 

If, on the contrary, the Cat cannot recognize the 
voice, he is hissed, and remains outside imtil he is 
able to do so. 


GRAND MUFTI 

One of the company is chosen as Grand Mufti. 
The others then form a circle with the Grand Mufti 
in the centre, and every action which he performs, 
if preceded by the words, “Thus says the Grand 
Mufti,” must be imitated by every member of the 
circle. 

^ The Grand Mufti, in order to lead one of the com¬ 
pany astray, will sometimes omit to say the words: 
“Thus says the Grand Mufti;” in this case if any 
member of the company imitate his action, he is com¬ 
pelled to pay a forfeit. 




Games For Children 


41 


HERE I BAKE, HERE I BREW 

The players join hands in a circle, with one of 
their number in the middle, who is supposed to be a 
captive, longing for freedom and reduced to diplo¬ 
matic means to secure it. 

The prisoner touches one pair of joined hands 
in the circle saying, “Here I Bake.” Then, passing 
to the other side, says, “Here I Brew,” as she touches 
another pair of hands. Suddenly, then, in a place 
least suspected, perhaps whirling around and spring¬ 
ing at two of the clasped hands behind her, or at the 
pair which she had touched before, if their owners 
appear to be off guard, she exclaims “Here I mean 
to break through!” and forces her way out of the 
circle if she can. 

The players must be on the alert and strongly re¬ 
sist the captive’s effort to escape. 

Those who permitted her to regain her freedom- 
through inattention or weakness—^must then make 
use of the “counts” familiar to all generations of 
children, to decide which of them shall take the 
place of the prisoner. 


HAT GAME 

One of the players has two hats, one he places 
on his own head and the other he hands to one of 
the company. The person who has received the 
hat must then make every action contrary to the 




42 


Games For Children 


action of the person who handed him the hat. For 
instance, if No. i sits down. No. 2 must stand up. If 
No. I takes his hat off. No. 2 must put it on. If No. 
2 fails he must pay a forfeit. The time of trial is 
limited to three minutes, or less if the players wish, 
after that No. z is bound to take the hat and be tried 
in his turn. 


THE HUNTSMAN 

One person represents the huntsman, the other 
players call themse.^^es after some part of a hunts¬ 
man’s belongings; fo' instance, one is the cap, an¬ 
other the horn, others the powder-flask, gun, whip, 
etc. 

A number of chairs are arranged in the middle of 
the room, and there must be one chair less than the 
number of players, not counting the huntsman. 

The players then seat themselves round the room, 
whilst the huntsman stands in the center and calls 
for them one at a time, in this way: “Powder-flask!” 
At once “Powder-flask” rises and takes hold of the 
huntsman’s coat. 

“Cap,” “Gun,” “Shot,” “Belt,” the huntsman cries; 
each person who represents these articles must rise 
and take hold of the player summoned before him, 
until at length the huntsman has a long line behind 
him. He then begins to run round the chairs, until 
he suddenly cries: “Bang,” when the players must 



Games For Children 


43 


sit down. Of course, as there are not sufficient 
chairs, one player will be left standing and he must 
pay a forfeit. The huntsman is not changed through¬ 
out the game, unless he grows tired, when he may 
change places with one of the others. 


«HE CAN DO LITTLE WHO CAN’T DO THIS.” 

One of the players takes a stick in his left hand and 
thumps the floor with it, saying, “He can do little 
who can’t do this.” Then he hands the stick to an¬ 
other player, who will most probably use his right 
hand when holding the stick and thumping the 
ground. If he does he is told he has failed in the 
simple task, and the stick is handed to another. 
The game goes on until someone discovers that the 
secret of the trick is to copy the leader exactly, and 
therefore the stick must be held in the left hand. 


HISSING AND CLAPPING 

As many chairs as there are players must be ar¬ 
ranged down the middle of the room. The girls 
then all sit down so that each has a vacant chair 
next her, and the boys retire from the room. Dur¬ 
ing their absence the girls all decide which par¬ 
ticular boy is to occupy the vacant chair next 
her, and the boys are summoned in turn. On 
entering the room the boy must walk straight to 



44 


Games For Children 


the chair next the girl whom he imagines to have 
chosen him, and sit down. If he has guessed cor¬ 
rectly he is loudly clapped by all the girls present, 
and another boy is called in. But if he makes 
a mistake, and sits down on the wrong chair, he is 
hissed so vehemently that he is only too glad to 
escape from the room. Another player is called in, 
and the process is repeated, until finally all the 
boys have guessed correctly, and all the vacant 
chairs are occupied. 


HOLD FAST! LET GO! 

For this game the company must divide them¬ 
selves into parties with four in each group, and one 
odd player who must issue commands and lead the 
game. Each party of four must hold a handker¬ 
chief cornerwise, one player at each corner. The 
leader of the game then takes up his position in the 
middle of the room from which he issues his com¬ 
mands in sharp, quick, decisive tones, when he 
shouts “Let go!” the players must all hold tightly 
on to the handkerchief. And when, almost with the 
same breath, he calls “Hold fast!” they must drop 
it as if it burnt the tips of their fingers. The fun of 
the game lies in the leader issuing his commands so 
rapidly one on top of the other that the players be¬ 
come bewildered. The players who make a mistake 
retire from the game, until finally only one of the 
four is left and he becomes leader. 



Games For Chadren 


45 


HUNT THE WHISTLE 

The chief participator in this game must be igno¬ 
rant of the trick about to be played. He is told to 
kneel down whilst a lady knights him, naming him 
‘‘Knight of the Whistle.” During the process 
someone fastens a small whistle to his coat tails by 
means of a piece of ribbon. He is then bidden to 
rise up and search for the whistle. The hunt begins; 
all the players combine to deceive the searcher; they 
must blow the whistle whenever they can do so with¬ 
out being detected. When the searcher discovers 
the trick the game is, of course, at an end. 


“I SELL MY BAT, I SELL MY BALL” 

A ring is formed with one child in the middle, who 
is called the “drummerman.” Whatever this child 
does the others mimic, moving round as they do so, 
and singing the following words:— 

“I sell my bat, I sell my ball, 

I sell my spinning-wheel and all; 

And I’ll do all that e’er I can 

To follow the eyes of the drummer-man.” 

Anyone who does not at once imitate the “drummer- 
man” must pay a forfeit and take his place as “drum¬ 
mer-man.” 



46 


Games For Children 


JUDGE AND JURY 

The company should be seated in two lines facing 
each other, and one of the party should then be 
elected to act as judge. Each person has to remem¬ 
ber who is sitting exactly opposite, because when 
the judge asks.a question of anyone, it is not the per¬ 
son directly asked who has to reply, but the person 
opposite to the judge. For instance, if the judge, 
addressing one of the company asks: “Do you like 
apples?” the person spoken to must remain silent, 
whilst the person who is opposite to him must reply, 
before the judge can count ten; the penalty on fail¬ 
ing to do this or answering out of one’s turn is a 
forfeit. A rule with regard to the answers is that 
the reply must not be less than two words in length, 
and must not contain the words: “Yes,” “no.” 
“black,” “white,” or “grey.” For the breaking of 
this rule a forfeit may also be claimed. 


“MY MASTER BIDS YOU DO AS I DO” 

For all those children who are fond of a little ex¬ 
ercise no better game than this can be chosen. 
When the chairs are placed in order round the room 
the first player commences by saying: “My master 
bids you do as I do,” at the same time working away 
with the right hand as if hammering at his knees. 
The second player then asks: “What does he bid 
me do?” in answer to which the first player says: 



Games For Children 


47 


“To work with one as I do.” The second player, 
working in the same manner, must turn to his left- 
hand neighbor and carry on the same conversation, 
and so on until everyone is working away with the 
right hand. 

The second time of going round the order is to 
work with two; then both hands must work; then 
with three; then both hands and one leg must work; 
then with four, when both hands and both legs must 
work; lastly with five, when both legs, both arms, 
and the head must be kept going. Should any of the 
players fail in keeping in constant motion a forfeit 
may be claimed. 


MAGIC MUSIC 

One of the players is sent out of the room, and the 
rest then agree upon some simple task for her to per¬ 
form, such as moving a chair, touching an ornament, 
or finding some hidden object. She is then called in 
and some one begins to play the piano. If the per¬ 
former plays very loudly the “seeker” knows that 
she is nowhere near the object she is to search for. 
When the music is soft, then she knows she is very 
near, and when the music ceases altogether, she 
knows that she has found the object she was in¬ 
tended to look for or has found the task she is to 
perform. 



48 


Games For ChUdren 


MALAGA RAISINS 

The players sit in a circle and one who is ac¬ 
quainted with the trick takes a small stick in his 
right hand, makes some funny movements with it, 
and then, having taken it in his left hand, passes it 
to his neighbor, saying: “Malaga raisins are very 
good raisins, but I like Valencias better.” He then 
tells his neighbor to do the same. Should any of 
the players pass on the stick with the right hand, 
they must pay a forfeit, but of course they must not 
be told what mistake they have made until the stick 
has been passed right round the circle. 


“OUR OLD GRANNIE DOESN’T LIKE TEA” 

All the players sit in a row, except one, who sits 
in front of them and says to each one in turn; “Our 
old Grannie doesn’t like T; what can you give her 
instead?” 

Perhaps the first player will answer, “Cocoa,” and 
that will be correct; but if the second player should 
say, “Chocolate,” he will have to pay a forfeit, be¬ 
cause there is a “T” in chocolate. This is really a 
catch, as at first everyone thinks that “tea” is meant 
instead of the letter “T.” Even after the trick has 
been found out it is very easy to make a slip, as the 
players must answer before “five” is counted; if 
they cannot, or if they mention an article of food 
with the letter “T” in it, they must pay a forfeit. 



Games For Children 


49 


ORANGES AND LEMONS 

Two of the players join hands, facing each other, 
having agreed privately which is to be “Oranges” 
and which “Lemons.” The rest of the party form 
a long line, standing one behind the other, and hold¬ 
ing each other’s dresses or coats. The first two 
raise their hands so as to form an arch, and the rest 
run through it, singing as they run:— 

“Oranges and Lemons, 

Say the bells of St. Clement’s; 

You owe me five farthings. 

Say the bells of St. Martin’s; 

When will you pay me? 

Say the bells of Old Bailey. 

I do not know. 

Says the big bell of Bow. 

Here comes a candle to light you to bed 
Here comes a chopper to chop off your head!” 

At the word “head” the hand archway descends, and 
clasps the player passing through at that moment; 
he is then asked in a whisper, “Oranges or Lemons?” 
and if he chooses “oranges,” he is told to go behind 
the player who has agreed to be “oranges” and clasp 
him round the waist. 

The players must be careful to speak in a whisper, 
so that the others may not know what has been said. 

The game then goes on again, in the same way, 
until all the children have been caught and have 



50 


Games For Chfldren 


chosen which they will be, “oranges” or “lemons.” 
When this happens, the two sides prepare for a tug- 
of-war. Each child clasps the one in front of him 
tightly and the two leaders pull with all their might, 
until one side has drawn the other across a line 
which has been drawn between them. 


OLD SOLDIER 

Old Soldier is a game for young children, and 
though it seems very simple, yet there is a good deal 
of fun in it. One of the children pretends to be an 
old soldier, and goes round begging of each of the 
other players in turn, saying that he is “poor, and 
old, and hungry,” and asking what they will do for 
him or give him. In answering the Old Soldier no 
one must say the words: “Yes,” “No,” “Black,” or 
‘White,” and he must be answered at once without 
hesitation. Anyone who does not reply at once, or 
who uses any of the forbidden words, must pay a 
forfeit. 


POST-OFFICE 

One player begins the game by going out of the 
room, and then giving a double (or postman’s) 
knock at the door; it is the duty of one of the other 
players to stand at the door inside the room to an¬ 
swer the knocks that are made, and to ask the post* 
man for whom he has a letter. 




Games For Children 


51 


The postman names some member of the com¬ 
pany, generally of the opposite sex; he is then asked, 
“How many stamps are to be paid?” Perhaps he 
will say “six”; the person for whom the letter is 
supposed to be must then pay for it with kisses, in¬ 
stead of stamps; after which he or she must take a 
turn as postman. 


PETER PIPER 

This is an amusing game for children. A black¬ 
board is needed upon which the verse, “Peter Piper,” 
etc., is illustrated or written so that the words are 
mixed up and it will be difficult to point out. Some 
older person will be needed to superintend the game. 

One child is given a pointer and as the others sing, 
to any familiar tune: 

“Peter Piper picked a peck of pickled peppers. 
Now if Peter Piper picked a peck of pickled peppers. 
Where is that peck of pickled peppers, 

Peter Piper picked?” 

she must point out each word or drawing as quickly 
as it is sung. 

If a mistake is made in pointing, the child takes 
her place with the rest and another child is out. 
Each one is given a turn. 

It is an achievement, if done successfully, and 
some suitable gift should be given as a prize. 



52 


Games For Children 


THE SEA AND HER CHILDREN 

The players seat themselves in a circle, one of the 
number remaining in the center to represent the 
“Sea.” Each player takes the name of some fish 
and the Sea walking around the circle calls each 
person by the name they have adopted. As they 
are called they must rise and follow the “Sea.” 
When all have left their seats the “Sea” begins to 
run about crying: “The Sea is troubled.” Sud¬ 
denly she seats herself, when all her companions 
must try to do the same; but there will be one seat 
short, so there will be one player left over and this 
player becomes the “Sea.” No player must seat 
himself until the “Sea” has taken a chair, and she 
can create some fun by running about and pretend¬ 
ing she is about to seat herself. Any player seating 
himself before the “Sea” must pay a forfeit. 


THE STAGE COACH 

The leader tells every member of the company to 
choose as a name some article connected with a stage j 
coach; the wheels, the horses, the whip, the bridle, 
etc., may be chosen. These the leader jots down 
on a piece of paper and then begins to tell a thrilling 
story. “The stage coach left the old Stag Inn, ■ 
amidst the thundering of the horses’ hoofs and the 
cracking of the driver’s whip.” Some member will 
probably have chosen to be the horses, another the 





Games For Children 


53 


whip, and as their names are mentioned they must 
rise, twirl round and sit down again. Then the nar¬ 
rator continues: “For some miles all went well, then 
a bridle gave way (the bridle must rise and twirl 
round) and the driver put down the reins, jumped 
from his seat and ran to the horses* heads. It was 
found necessary to take the horses out of the shafts 
before the stage coach could proceed on its way.** 
As each member*s name is mentioned he must rise 
and twirl round; but when the Stage Coach is men¬ 
tioned every one must rise and change seats, when 
the narrator, who has been standing, tries to secure 
one. If he succeeds the person left out becomes 
narrator. The great point is for the narrator to tell 
such a thrilling story that the members forget to 
acknowledge the mention of their names, when they 
must pay a forfeit. 


SHADOW BUFF 

A splendid game, and one specially suitable for a 
large party. A sheet or white tablecloth is first of 
all stretched right across the room, and on a table 
behind it is placed a bright lamp. All the other 
lights in the room are then extinguished, and one of 
the players takes a seat upon a low stool midway 
between the lamp and the sheet. The other players 
endeavor to disguise themselves as much as possible, 
by distorting their features, rumpling their hair, 
wearing wigs, false noses, &c., and pass one by one 



54 


Games For Children 


behind the player seated on the stool. Their sha¬ 
dows are thus thrown upon the sheet. The aim of 
the seated player is to guess the identity of the sha¬ 
dows as they pass before him; and the aim of the 
others is to endeavor by every means in their power 
to keep him from recognizing them. As may be 
imagined, the task of the single player is not an easy 
one, the distorted shadows being vastly different 
from the originals as seen before the lights were 
extinguished. 


STEPS 

The blindfolded player is placed in the middle of 
the room, and the other players all place themselves 
at various distances round him. The blind-man is 
then told how many steps he must take in order to 
be able to touch a certain player. This game does, 
I know, sound rather simple in writing; but try it, 
and you will find that it is not so easy as you imagine. 
It will also have the effect of making the dullest 
party lively, because the blind-man makes such ab^ 
surd mistakes as to. the direction and length of step * 
that he has to take. 

THE SPELLING GAME 

Each player in this game has what are called three 
“lives,” or chances. When the company is seated 
in a circle, the first player mentions a letter as the 



Games For Children 


55 


beginning of a word. The game is for each of the 
company, in turn, to add a letter to it, keeping the 
word unfinished as long as possible. 

When a letter is added to the former letters and it 
makes a complete word, the person who completed 
it loses a “life/* The next player then begins again. 

Every letter added must be part of a word, and 
not an odd letter thought of on the spur of the mo¬ 
ment. When there is any doubt as to the letter 
used by the last player being correct, he may be 
challenged, and he will then have to give the word 
he was thinking of when adding the letter. If he 
cannot name the word, he loses a “life**; but if he 
can, it is the challenger who loses. 

This is an example of how the game should be 
played. Supposing the first player commences with 
the letter “p**; the next, thinking of “play,** would 
add an “1**; the next an “o,** thinking of “plough**; the 
person, not having either of these words in his mind, 
would add “v**; the next player perhaps, not know¬ 
ing the word of which the previous player was think¬ 
ing, might challenge him, and would lose a “life** 
on being told the word was “plover.** The player 
next in turn would then start a new word, and per¬ 
haps put down “b,** thinking of “bat,** the next, 
thinking, say, that the word was “bone,** would add 
an “o,** the next player would add “n**; the player 
whose turn it would now be, not wanting to lose a 
“life** by finishing the word, would add another 
“n**; the next player for the same reason would add 




56 


Games For Children 


‘‘e,” and then there would be nothing else for the 
next in turn to do but to complete the word by add¬ 
ing “t” and thus losing a “life.” 

It will be seen that there are three ways of losing 
a “life.” First, the player may lay down a letter, 
and on being challenged be unable to give the word. 
Secondly, he may himself challenge another player 
who is not at fault. Thirdly, he may be obliged to 
add the final letter to a word, and so complete it. 


SIMON SAYS 

Seat yourselves in a circle and choose one of the 
company to be the leader, or Simon. His duty is to 
order all sorts of different things to be done, the 
funnier the better, which must be obeyed only when 
the order begins with “Simon says.” As, for in¬ 
stance, “Simon says: ‘Thumbs up!*” which, of 
course, all obey; then perhaps comes: “Thumbs 
down!” which should not be obeyed, because the 
order did not commence with “Simon says.*’ 

Each time this rule is forgotten a forfeit must be 
paid. “Hands over eyes,” “Stamp the right foot,” 
“Puli the left ear,” &c., are the kind of orders to be 
given. 



Games For Children 


57 


THE SERGEANT 

One player represents the Sergeant, and the others 
the soldiers, whom he is supposed to be drilling. 
When the Sergeant says “Do this,” all the players 
must imitate him. But when he says “Do that,” 
they must take no notice. 

If a soldier makes a mistake he has to pay a for¬ 
feit, and takes the Sergeant’s place. 


THE SEA KING 

This game can be played by any number of chil¬ 
dren. They proceed by first choosing one of the 
party to act as the Sea King, whose duty it is to 
stand in the centre of a ring, formed by the players 
seating themselves round him. The circle should 
be as large as possible. Each of the players having 
chosen the name of a fish, the King runs round the 
ring, calling them by the names which they have 
selected. 

Each one, on hearing his name called, rises at 
once, and follows the King, who, when all his sub¬ 
jects have left their seats, calls out, “The sea is trou¬ 
bled,” and seats himself suddenly. His example is 
immediately followed by his subjects. The one who 
fails to obtain a seat has then to take the place of 
King, and the game is continued. 




58 


Games For Children 


TONGUE TWISTERS 

The leader begins by saying the first sentence, 
which is repeated by each player in turn. The leader 
in every case adds the new line, which is repeated 
by the other players in succession. Anyone making 
a mistake or omission drops out of the contest. As 
the ranks grow thinner, the players are required to 
repeat the sentences more rapidly, and no time for 
hesitation allowed. The one who makes no mistake 
is entitled to a prize. 

The sentences are as follows: 

1. One old ox opening oysters. 

2. Two tall Turks twirling twisted turbans. 

3. Three tinkering tailors totally tired. 

4. Four fat Frenchmen fanning a fainting fly. 

5. Five funny farmers feeding feathered fowls. 

6. Six slippery snails slid slowly seaward. 

7. Seven shy soldiers shooting salted salmon. 

8. Eight eccentric Englishmen exhibiting edu¬ 
cated elephants. 

9. Nine nimble noblemen nibbling nasturtiums. 

10. Ten tipsy tailors toddling timidly together. 


TRADES 

Each player must choose a trade and pretend to be 
working at it. For instance, if he is a tailor he must 
pretend to sew or iron; if a blacksmith, to hammer, 
and so on. One is the king, and he too, chooses a 




Games For Children 


59 


trade. Everyone works away as hard as he can un¬ 
til the king suddenly gives up his trade, and takes 
up that of some one else. Then all must stop, except 
the one whose business the king has talien, and he 
must start with the king’s work. The two go on 
until the king chooses to go back to his own trade, 
when all begin working again. Any one who fails 
either to cease working or to begin again at the 
right time, must pay a forfeit. 

A somewhat more elaborate and livelier game of 
Trades is played by each boy in the party choosing a 
trade which he is supposed to be carrying on. 

The leader must invent a story, and standing in 
the middle, must tell it to the company. He must 
manage to bring in a number of names of trades or 
businesses; and whenever a trade is mentioned, the 
person who represents it must instantly name some 
article sold in the shop. 


THINK OF A NUMBER 

In this game the leader tells one of the players to 
think of any number he likes, but not to say it aloud. 
He next tells him to double it; this done, the player 
is told to add eight to the result, and then halve it. 
After doing this he must halve the whole, and from 
what is left take away the number first thought of. 
If correctly worked out the answer will be four, 
which is just half the number which the leader told 
the player to add after the original number was 



60 


Games For Children 




V 

doubled. For instance, we will suppose the number 
thought of to have been twenty. When doubled,! 
the result will be forty. The player then adds eight,^ 
which gives him a total of forty-eight. He halves 
this, and has twenty-four left. When he has taken' 
away the number first thought of (twenty) he has 
a total of four—^which is half the number the leader 
told him to add in the beginning of the game. i 


THIS AND THAT 1 

A confederate is necessary for this trick. The one; 
performing the trick goes out of the room and the 
^confederate agrees with the audience to touch a cer¬ 
tain article. The person outside is recalled and his 
cx>nfederate begins to question him. “Did I touch' 
this music book?” “No.” “Did I touch this table?” ' 
“No.” “Did I touch this knife?” “No.” “Did I 
touch that fork?” “Yes.” The secret consists in 
saying the word “that” before the article touched,^ 
instead of “this.” 

WHAT AM I DOING?. 

The players seat themselves in a row and the 
leader of the game takes his place behind them, be¬ 
ginning at the top of the row. He makes some ab¬ 
surd gesture and then asks the person behind whom 






Games For Children 


61 


he is standing “What am I doing?** If the player 
replies incorrectly, and he generally does, he is doom¬ 
ed to stand up and imitate in silence the gesture he 
could not guess, until he has leave to sit down. 


WONDERMENT 

It is necessary that only two of the party should 
have a knowledge of this game, and then “wonder¬ 
ment** is sure to be the result. 

The two players agree that a certain word shall 
be regarded as a signal word. As an illustration, 
imagine this word to be “and.** 

One of the players asserts his belief that he is 
gifted with second sight, and states that he is able, 
through a closed door, to name any article touched 
by any person in sympathy with him, notwithstand¬ 
ing the said person may attempt to mystify him by 
mentionoing a lot of other articles. He then chooses 
his confederate, as being one with whom he may be 
in sympathy, and goes outside. 

The player in the room then proceeds to call out, 
perhaps as follows:—Table, Hearthrug, Piano, Foot¬ 
stool and Chair, Lamp, Inkstand. He then places 
his hand on the back of a chair and asks: “What am 
I touching now?** the answer will, of course, be 
“Chair,** because the signal word “and** came im¬ 
mediately before that article. 

If the players are skilful there is no need for the 
trick to be discovered. 



62 


Games For Children 


WINK 

All the girls sit in a circle, and the boys stand 
outside, one boy behind each girl’s chair. One chair 
is left vacant, but a boy stands behind it, and by 
winking at the girls one at a time, tries to get one for 
his empty chair. 

As soon as a girl is winked at, she tries to leave her 
seat, and take the vacant one, but if the boy behind 
her touches her before she leaves the seat, she can¬ 
not go. Each boy has to keep his eye on the one 
who is winking and on the girl in his chair, for if 
he is not watching, she may escape before he has 
time to touch her, and then it is his turn to do the 
winking and get a girl for his chair. 

If the winking is done quickly it adds to the inter¬ 
est of the game. No boy can keep hold of a girl all 
the time; he must only touch her when she starts 
to leave her place, and then if she is beyond arm’s 
length he cannot call her back. 


RIDDLES 

Few children think they will ever tire of playing 
games; but all the same, towards the end of a long 
evening, spent merrily in dancing and playing, the 
little ones begin to get too weary to play any longer, 
and it is very difficult to keep them amused. 

Then comes the time for riddles! The children 
may sit quietly around the room, resting after their 



Games For Children 


63 


romps and laughter, and yet be kept thoroughly in¬ 
terested, trying to guess riddles. 

It is, however, very difficult to remember a num¬ 
ber of good and laughable ones, so we will give a 
list of some, which will be quite sufficient to puzzle 
a roomful of little folk for several hours. 

Why are weary people like carriage-wheels?— 
Answer: Because they are tired. 

An old woman in a red cloak was passing a field 
in which a goat was feeding. What strange trans¬ 
formation suddenly took place?—Answer: The goat 
turned to butter (butt her), and the woman into a 
scarlet runner. 

Why does a duck go into the water?—^Answer: 
For divers reasons. 

Spell “blind pig” in two letters? P G; a pig 
without an I. 

Which bird can lift the heaviest weights?—^The 
crane. 

Why is a wise man like a pin?—He has a head 
and comes to a point. 

Why is a Jew in a fever like a diamond?—Be¬ 
cause he is a Jew-ill. 

Why may carpenters reasonably believe there is 
no such thing as stone?—Because they never saw it. 

What is that which is put on the table and cut, 
but never eaten?—A pack of cards. 

Why does a sculptor die horribly?—Because he 
makes faces and busts. 



64 


Games For Children 


When does a farmer double up a sheep without 
hurting It?—When he folds it. 

What lives upon its own substance and dies when 
it has devoured itself?—candle. 

Why is a dog biting his tail a good manager?— 
Because he makes both ends meet. 

What thing is it that is lower with a head than 
without one?—A pillow. 

Which is the left side of a plum-pudding?—^That 
which is not eaten. 

What letter of the alphabet is necessary to make 
a shoe?—The last. 

If all the seas were dried up, what would every¬ 
body say?—We haven’t a notion (an ocean). 

Why is it certain that “Uncle Tom’s Cabin’* was 
not written by the hand of its reputed author? ^Be¬ 
cause it was written by Mrs. Beecher’s toe (Stowe). 

Why is a fishmonger never generous?—Because 
his business makes him sell fish (selfish). 

What is that which works when it plays and plays 
when it works?—A fountain. 

What is that from which you may take away the 
whole and yet there will he some remaining?—^The 
word wholesome. 

Why are fowls the most economical things a 
farmer can keep?—Because for every grain they give 
a peck. 

What coin doubles its value by taking away a 
half of it?—Halfpenny. 

Why is it dangerous to walk in the meadows in 



Games For Children 


65 


springtime?—Because the trees are shooting and 
the bulrush is out (bull rushes out). 

Why is a vine like a soldier?—Because it is listed 
and has ten drills (ten-drils) and shoots. 

Why is an opera-singer like a confectioner?—^Be¬ 
cause she deals in ice-creams (high screams). 

If a man who is carrying a dozen glass lamps drops 
one, what does he become?—A lamp lighter. 

What belongs to yourself, but is used more by 
your friends than by yourself?—Your name. 

Why is a spider a good correspondent?—Because 
he drops a line at every post. 

When is the clock on the stairs dangerous?— 
When it runs down. 

Why is the letter “k’* like a pig’s tail?—Because 
it comes at the end of pork. 

What is the keynote to good manners?—B natural. 

Why is a five-pound bank-note much more profit¬ 
able than five sovereigns?—Because when you put it 
in your pocket you double it, and when you take 
it out you will find it in-creases. 

Why is a watch like a river?—Because it doesn’t 
run long without winding. 

What is that which flies high, flies low, has no 
feet, and yet wears shoes?—Dust. 

When has a man four hands?—^When he doubles 
his fists. 

What crees has fire no effect upon?—Ash-trees; 
because when they are burned, they are ashes still. 

What is the difference between a schoolmaster and 



66 


Games For Children 


an engine-driver?—One minds the train and the 
other trains the mind. 

A man had twenty sick (six) sheep, and one died; 
how many were left?—19, 

What is that which everybody has seen but will 
never see again?—Yesterday. 

Which is the best day for making a pancake?— 
Friday. 

Which is the smallest bridge in the world?—^The 
bridge of your nose. 

What four letters would frighten a thief?— 
O I C U. 

What is that which goes from London to York 
without moving?—The road. 

Which is easier to spell—fiddle-de-dee or fiddle- 
de-dum?—Fiddle-de-dee, because it is spelt with 
more “e’s.” 

When may a chair be said to dislike you?—^When 
it can’t bear you. 

What animal took most luggage into the Ark, and 
which two took the least?—The elephant, who took 
his trunk, while the fox and the cock had only a 
brush and a comb between them. 

Which of the English kings has most reason to 
complain of his washer-woman?—King John, when 
he lost his baggage in the Wash. 

If a bear were to go into a linen-draper’s shop, 
what would he want?—He would want muzzlin’. 

Why is B like a hot fire?—Because it makes oU 

Boil. 



Games For Children 


67 


Why was the first day of Adam’s life the longest? 
—Because it had no Eve. 

If an egg were found on a music-stool, what poem 
would it remind you of?—“The Lay of the Last 
MinstreL” 

Why is a schoolmaster like a shoe-black?—^Be¬ 
cause he polishes the understanding of the people. 

Why is a washerwoman like a navigator?—Be¬ 
cause she spreads her sheets, crosses the line, and 
goes from pole to pole. 

Why is an author the queerest animal in the 
world ?—Because his tale comes out of his head. 

Why is it that a tailor won’t attend to business?— 
Because he is always cutting out. 

When can a horse be sea-green in color?—^When 
it’s a bay. 

Why were gloves never meant to sell?—Because 
they were made to be kept on hand. 

When are we all artists?—^When we draw a long 
face. 

Why are watch-dogs bigger by night than by day? 
—-Because they are let out at night and taken in in 
the morning. 

When is a tradesman always above his business? 
—When he lives over his shop. 

Which is the liveliest city in the world?—Berlin; 
because it’s always on the Spree. 

Why is a water-lily like a whale?—Because they 
both come to the surface to blow. 

Why is a shoemaker the most industrious of men? 
—Because he works to the last. 



68 


Games For Children 


What is book-keeping?—Forgetting to return bor¬ 
rowed volumes. 

Why is scooping out a tiurnip a noisy process?— 
Because it makes it hollow. 

Why are teeth like verbs?—Because they are reg¬ 
ular, irregular, and defective. 

What ships hardly ever sail out of sight?—Hard¬ 
ships. 

When is an artist a dangerous person?—^When 
his designs are bad. 

Why are tortoiseshell-combs like citadels?—^They 
are for-tresses. 

Why is the Isthmus of Suez like the first “u” in 
cucumber?—Because it is between two “c’s” (seas). 

What motive led to the invention of railroads?— 
The locomotive. 

Why are deaf people like Dutch cheeses?—Be¬ 
cause you can’t make them here. 

When is the best time to get a fresh egg at sea?— 
When the ship lays to. 

Who was the first whistler?—The wind. 

What tune did he whistle?—Over the hills and far 
away. 

Why need a traveller never starve in the desert? 
—Because of the sand which is (sandwiches) there. 

Why is sympathy like blindman’s-buff—Because 
it is a fellow feeling for a fellow creature. 

If a Frenchman were to fall into a tub of tallow, 
in what word would he express his situation?—In- 
de-fat-i-gabble. (Indefatigable.) 



Games For Children 


69 


Why is a diner on board a steam-boat like Easter 
Day?—Because it is a movable feast. 

Why is a little man like a good book?—Because 
he is often looked over. 

Why is a pig in a parlor like a house on fire?— 
Because the sooner it is put out the better. 

What is the difference between a soldier and a 
bombshell?—One goes to war, the other goes to 
pieces. 

Why is it dangerous to sleep in a train?—Because 
every train runs over all the sleepers on the line. 

Spell “enemy” in three letters?—F O E. 

Which is the only way that a leopard can change 
his spots?—By going from one spot to another. 

Why did Eve never fear the measles?—Because 
she’d Adam. 

When is a tall man a little short?—^When he hasn’t 
got quite enough cash. 

What houses are the easiest to break into?—The 
houses of bald people; because their locks are few. 

Why is a watch the most difficult thing to steal?— 
Because it must be taken off its guard. 

Why is there never anybody at home in a convent? 
—Because it is an (n) uninhabited place. 

Why does a person who is not good-looking make 
a better carpenter than one who is?—Because he is 
a deal plainer. 

What is the best tree for preserving order?—The 
birch. 

Why is shoemaking the easiest of trades?—Be- 



70 


Games For Children 


cause the boots are always soled before they are 
made. 

What plant stands for No. 4?—IV. 

How can a gardener become thrifty?—By making 
the most of his thyme, and by always putting some 
celery in the bank. 

Why is it probable that beer was made in the Ark? 
—Because the kangaroo went in with hops, and the 
bear was always bruin. 

"What was the biggest thing you saw at the 
World’s Fair?” asked a wife of her husband.—"My 
hotel bill!” said he. 

Why is C like a schoolmistress?—Because it forms 
lasses into classes. 

What is that which never asks any questions and 
yet requires many answers?—The street-door. 

If a man bumped his head against the top of a. 
room, what article of stationery would he be supplied 
with?—Ceiling whacks. (Sealing-wax.) 

Which is the longest word in the English lan¬ 
guage?—Smiles; because there is a mile between 
the first and last letters. I 

Which is the oldest tree in England?—^The Elder" 
Tree. 

How many sides are there to a tree?—Two, in¬ 
side and out. 

What is that which happens twice in a moment 
and not once in a thousand years?—The letter M. 

What sea would a man most like to be in on a 
wet day?—A dry attic. (Adriatic.) 



Games For Children 


71 


Why is coffee like an axe with a dull edge?—^Be¬ 
cause it must be ground before it is used. 

What is the difference between a bottle of medi¬ 
cine and a troublesome boy?—One is to be well 
shaken before taken, and the other is to be taken 
and then shaken. 

What makes more noise than a pig under a gate? 
-—Two pigs. 

When is a door not a door?—^When it is a-jar. 

What is the difference between a naughty boy 
and a postage-stamp?—Because one you stick with 
a lick, and the other you lick with a stick. 

Why did William Tell shudder when he shot the 
apple from his son's head?—Because it was an arrow 
escape for his child. 

What is that which the more you take from it the 
larger it grows ?—A hole. 

What is the best land for little kittens?—Lapland. 

Why should a man always wear a watch when he 
travels in a waterless desert?—Because every watch 
has a spring in it. 

Of what trade is the sun?—A tanner. 

What relation is a doormat to a door?—Step- 
fa (r) then 

What is that which you cannot hold ten minutes, 
although it is as light as a feather?—Your breath. 

What is the worst weather for rats and mice?— 
When it rains cats and dogs. 

What is that which never uses its teeth for eating 
purposes?—A comb. 



72 


Games For Children 


When are two apples alike?—^Wlien pared. 

What is the difference between a blind man and 
a sailor in prison?—One cannot see to go and the 
other cannot go to sea. 

Why is a plum-cake like the ocean?—Because it 
contains so many currants. 

What pudding makes the best cricketer?—good 
batter. 

When is a sailor not a sailor?—^When he’s a- 
board. 

Why is the snow different from Sunday?—^Be¬ 
cause it can fall on any day in the week. 

What trade would you mention to a short boy?— 
Grow sir (grocer). 

What tree is nearest the sea?—The beech. 

Why is a game of cards like a timber-yard?—Be¬ 
cause there are always a great many deals in it. 

Why is a tight boot like an oak tree?—Because it 
produces a corn (acorn). 

Why is a city in Ireland likely to be the largest 
city in the world?—^Because each year it is Dublin 
(doubling). 

What is the easiest way to swallow a door?—Bolt 
it. 

Why could a negro sl^e ijot be caught if he ran 
away?—Bec^usj be sure to keep dark at 

all times. ^ ^ 

Why is a dancing-master like a tree?—^Because of 
his bows (boughs). 

Name a word of five letters from which if you take 
two but “one” remains—Stone. 














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